<?php
/**
 * <https://y.st./>
 * Copyright © 2018 Alex Yst <mailto:copyright@y.st>
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**/

$xhtml = array(
	'<{title}>' => 'Berries!',
	'takedown' => '2017-11-01',
	'<{body}>' => <<<END
<img src="/img/CC_BY-SA_4.0/y.st./weblog/2018/12/02.jpg" alt="On the bike path, looking toward work" class="framed-centred-image" width="649" height="480"/>
<section id="drudgery">
	<h2>Drudgery</h2>
	<p>
		My discussion post for the day:
	</p>
	<blockquote>
		<p>
			Those are great examples of queues and stacks.
			The train example is a particularly good way of conveying how a queue works, while the call stack and Ethernet packet queue show us how relevant queues and stacks are to all of us in the computing field.
		</p>
	</blockquote>
</section>
<section id="Minetest">
	<h2>Minetest</h2>
	<img src="/img/CC_BY-SA_3.0/minetest.net./weblog/2018/12/02.png" alt="A mushroom; will this one yield spores?" class="framed-centred-image" width="800" height="600"/>
	<p>
		I&apos;m starting over.
		Again.
		This tunnel thing is getting really boring.
		It comes from a time when things were different, and tunnelling really was the best way to get the resources I need.
		For starters, back then, I wasn&apos;t worried about materials from the surface.
		At all.
		I just liked to build up my treasury.
		<code>minestats</code> changes all that.
		The rarest and most valuable item on my shopping list is now coral, which is only found near the surface.
		Secondly, I had tool wear disabled back when the tunnel project started.
		Tunnelling was the most efficient way to gather minerals.
		But now, I have to pour more resources into tunnelling than I get back out of it.
		The tunnel was a path connecting distant places, but first an foremost, it was a mining operation.
		And now, it&apos;s just not a very feasible one.
		The tunnel was fun to build because it was a great way to practically win the game, despite there being no actual end goal in Minetest, and thus no way to <strong>*literally*</strong> win.
		Now, it&apos;s losing endeavour, making it laborious with no real point.
	</p>
	<p>
		I still like the idea of a path connecting distant lands, but I&apos;m moving it back to the surface world where it originally resided.
		I&apos;m still working out the details, but I&apos;d like to build a surface path again that runs through or along the top of the water.
		Any islands and continents in the way will of course be born through, but for the most part, this path will see the light of day.
	</p>
	<p>
		I forget why, but I went looking through the code of the in-development version of Minetest Game.
		I saw some weird coral stuff, so I decided to compile the development version of Minetest so I could run the development version of Minetest Game.
		The coral stuff&apos;s bizarre.
		The old coral nodes are the same as before, but now there are three new colours of coral, which all behave in a way very different from teh old coral.
		The new coral doesn&apos;t die when mined, and it can only be placed on dead coral.
		Really odd.
		Also, the old reef system has been completely changed.
		Old-style reefs are a thing of the past.
		I think the new reefs might have a lot less old coral, and as old coral is countable by <code>minestats</code>, I&apos;m not sure how I feel about that.
		Change is change though, and this shouldn&apos;t have too much impact.
		However ...
	</p>
	<p>
		I always run <code>minestats</code> along with something that makes it easier to get information from.
		In today&apos;s case, I was using both <code>minestats_sfinv</code> and <code>minestats_hud</code>.
		I popped them into the game on the off chance there would be new countable elements.
		And there are.
		First off, there are pine bush saplings.
		I knew that before, and had somehow forgotten.
		What caught my eye right away though was the blueberries.
		We now have blueberry bushes.
		Or we will, anyway.
		These bushes don&apos;t behave like other bushes or trees.
		First of all, digging a blueberry bush leaves node drops blueberries, then leaves behind a leaf node without blueberries.
		This system is exactly like something I&apos;d been developing to deal with sandstone carving, but discontinued on the grounds that it really wasn&apos;t very good.
		For my mod, anyway.
		It&apos;s perfectly natural, the way it&apos;s implemented with blueberries.
		But basically, the system was that you dig a node, and both you get an item and a new node is left behind in its place.
		Second, the blueberry bushes have no stem or trunk.
		There&apos;s jest the leaf nodes.
		And third, the leaves will convert themselves back to leaves with berries if left along long enough.
		Unlike apple trees, where you need to regrow the entire tree for a chance at more apples, you can keep your berry bushes and still get more harvests.
		In fact, harvests come faster if you let the berries regrow instead of replanting the bushes.
		However, if you harvest the leaves, they may drop the leaves 9which you can then put somewhere else to arrange your berry farm better) or saplings, to regrow whole bushes.
		For me, regrowing the bushes is the way to go.
		That way, I up the sapling stat <strong>*and*</strong> the berry stat.
		As for the berries themselves, they&apos;re probably a food to help regain health, and I&apos;ve never cared about that.
		That&apos;s just not the way I play the game.
		I can probably sell them to other players when I eventually have a public world, or make them into potions if I ever get this blasted potion system planned out well enough to actually build.
	</p>
	<p>
		I ran some code to fine potential other stat items that might not reveal themselves with the cautious search (for example, the old corals don&apos;t show up with a cautious search), and found cave ice.
		It&apos;s recognised differently by the map generator, but is basically just regular ice and drops regular ice when dug to make it easier to stack.
		I guess ice-mining will be added to my list of activities when I encounter glaciers, where cave ice generates.
		There&apos;s also permafrost, which can be generated with moss or stones on it, though when dug, it only drops regular permafrost.
		There doesn&apos;t seem to be a way to convert it back, so that&apos;ll be countable when dug as well.
		I&apos;d say these ice and permafrost definitions though aren&apos;t something I like.
		The ice difference is something technical for map generation, but has no difference for players.
		As for the permafrost, it leaves players with no option to construct or repair structures that the map generator might generate, with seemingly no added value for the loss.
		Why are players not allowed to build with all three versions of this material?
		If these changes make it into a stable version of Minetest Game, and they probably will, I&apos;ll update <code>minestats_sfinv</code> to add them to <code>minestats</code>&apos; counting roster like it does for coral, which <code>minestats</code> is also unable to detect on its own.
		However, I might just give up on <code>minestats</code> actually being useful for anything at that point.
	</p>
</section>
END
);
